How game designers can use the psychological phenomenon of loss aversion to shape player experience.
Getting something makes you feel good, and losing something makes you feel bad. But losing someth……続きを見る
How videogames offer a new way to do journalism.
Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories a……続きを見る
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions.
Video gameplay can include transgressive……続きを見る
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.
Even as the field of game studies has flourished, critical histor……続きを見る
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.
Despite the emergence of computer games as a dominant cultural industry (an……続きを見る
A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.
The impulse toward play is very ancient, not only pre-cultural but pre-human; zool……続きを見る
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works.
In this book, Astrid Ensslin examines literary videoga……続きを見る
A gaming academic offers a “fascinating” exploration of why we play video gamesーdespite the unhappiness we feel when we fail at them (Boston Globe)
We may think of video games as being “fun,” but i……続きを見る
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.
Digital games offer a vast range of engaging experiences, from the serene exploratio……続きを見る
How uncertainty in gamesーfrom D&D and Super Mario Bros. to Rock/Paper/Scissorsーengages players and shapes play experiences.
In life, uncertainty surrounds us. Things that we thought were good for ……続きを見る
How family video game play promotes intergenerational communication, connection, and learning.
Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isola……続きを見る
Exploring the cultural and technical influence of the Atari VCS video game console, with examples from 6 famous game cartridges like Pac-Man, Combat, and Star Wars: The Empire Strikes Back!
The Atar……続きを見る
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Millions of children visit virtual worlds every day. In such vir……続きを見る
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Too often educational videogames are narrowly ……続きを見る
How computer games can be designed to create ethically relevant experiences for players.
Today's blockbuster video gamesーand their never-ending sequels, sagas, and rebootsーprovide plenty of excite……続きを見る
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future?
In Playing Smart, Julian Togelius explores the connection……続きを見る
A critical look at how the Super Nintendo Entertainment Systemーand a resistance to innovationーtook Nintendo from industry leadership to the margins of videogaming.
This is a book about the Super N……続きを見る
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more.
All games expres……続きを見る
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer.
Long ago, in 1985, personal computers came in two general categories: the friendly……続きを見る
An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games.
In The Media Snatcher, Carl Therrien offers an i……続きを見る
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
In videogame criticism, the worst insult might be “That's not a real game!” For ……続きを見る
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.
Videogames……続きを見る
著者:Marcus Schulzke
出版社: Rutgers University Press
発売日: 2020年09月17日
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated ……続きを見る
The world of Aurai awaits exploration across four major regions. From the lush hills of Chersonese, the ancient barrows of Enmerkar Forest, the punishing Abrassar desert, and the treacherous Hallowe……続きを見る
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For de……続きを見る
It's been over ten years since Minecraft first launched, forever altering the video game landscape. With a community of more than 90 million monthly users, plus plenty of exciting updates, the game ……続きを見る
Entrate in un futuro cupo dove violenza, prepotenza e cyberimpianti non saranno solo strumenti comuni, ma addirittura indispensabili per andare avanti. Esplorate i vari distretti, le gang e la stori……続きを見る
Join Ellie and Dina, as they have to overcome difficult puzzles and encounters whilst traveling through Seattle. During this adventure you'll be able to find Artefacts for interesting backstory, Tra……続きを見る
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games.
Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describ……続きを見る
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros.
Drawing on……続きを見る